/*
if (global.clear_hud==false)
draw_sprite_ext(Arrow,0,Player.x+lengthdir_x(3000,Dir+180),Player.y+lengthdir_y(2500,Dir+180),4,4,Dir+180,$0000FF,ALPHA); //red arrow which point form you to nearest boss
*/


nearbymission=instance_nearest(objPlayer.x,objPlayer.y,objMissionParent); //what boss is nearest to you
if instance_exists(objMissionParent)
{
if (alpha_rate=1)
{
draw_sprite_ext(sprArrowIndicator,0,objPlayer.x+lengthdir_x(sprite_get_width(objPlayer.sprite_index)*2,Dir+180),objPlayer.y+lengthdir_y(sprite_get_height(objPlayer.sprite_index)*2,Dir+180),1,1,Dir+180,color_mission(1),0.6); //red arrow which point form you to nearest boss
}
var sprwid,sprhei;
sprwid=nearbymission.width;
sprhei=nearbymission.height;
draw_sprite_ext(sprArrowIndicator,0,nearbymission.x+lengthdir_x(((sprwid*nearbymission.size)/2)+(sprwid/2),Dir),nearbymission.y+lengthdir_y(((sprhei*nearbymission.size)/2)+(sprhei/2),Dir),2,2,Dir+180,color_mission(1),0.7); //red arrow which point at nearest boss same as above but now its closer to boss


}



nearbymission=instance_nearest(objPlayer.x,objPlayer.y,objSideMissionParent); //what boss is nearest to you
if instance_exists(objSideMissionParent)
{
if (alpha_rate2=1)
{
draw_sprite_ext(sprArrowIndicator,0,objPlayer.x+lengthdir_x(sprite_get_width(objPlayer.sprite_index)*2,Dir2+180),objPlayer.y+lengthdir_y(sprite_get_height(objPlayer.sprite_index)*2,Dir2+180),1,1,Dir2+180,color_mission(2),0.6); //red arrow which point form you to nearest boss
}

var sprwid,sprhei;
sprwid=nearbymission.width;
sprhei=nearbymission.height;
draw_sprite_ext(sprArrowIndicator,0,nearbysidemission.x+lengthdir_x(((sprwid*nearbymission.size)/2)+(sprwid/2),Dir2),nearbysidemission.y+lengthdir_y(((sprhei*nearbymission.size)/2)+(sprhei/2),Dir2),2,2,Dir2+180,color_mission(2),0.7); //red arrow which point at nearest boss same as above but now its closer to boss
}
